/**
 * UTDmgType_Grenade
 *
 *
 *
 * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
 */

class xT_DamageType_Grenade extends xT_DamageType
	HideDropDown
	abstract;

static function float GetHitEffectDuration(Pawn P, float Damage)
{
	return (P.Health <= 0) ? 5.0 : 5.0 * FClamp(Damage * 0.01, 0.5, 1.0);
}

/** SpawnHitEffect()
 * Possibly spawn a custom hit effect
 */
static function SpawnHitEffect(Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation)
{
	local UTEmit_VehicleHit BF;

	if ( Vehicle(P) != None )
	{
		BF = P.spawn(class'UTEmit_VehicleHit',P,, HitLocation, rotator(Momentum));
		BF.AttachTo(P, BoneName); 
	}
	else
	{
		Super.SpawnHitEffect(P, Damage, Momentum, BoneName, HitLocation);
	}
}

defaultproperties
{
	GibTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'

	bNeverGibs = false

	KDamageImpulse=1000
	KDeathUpKick=200
	VehicleMomentumScaling=4.0
	VehicleDamageScaling=0.8
	bThrowRagdoll=true
	GibPerterbation=0.15
}
